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mySDL.c
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229 lines (208 loc) · 6.03 KB
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#include <stdio.h>
#include <stdlib.h>
#include <SDL2/SDL.h>
#include <GL/glew.h>
#define GL_GLEXT_PROTOTYPES
#include <utils.h>
#include <signal.h>
#include "program_gl.h"
#include "mySDL.h"
#include <png.h>
#define MAX_SOURCE_SIZE (0x100000)
void mySDLresize(mySDL *s){
//Routines for window resizing
//////////////////////////////
float a,m;
SDL_GetWindowSize(s->window,&s->w,&s->h);
glViewport(0,0,s->w,s->h);
a=(float)s->h/(float)s->w;
m=s->scale;
//FIXME
if(a>1.0){
s->proj_matrix=(float[4]){m,0.0,0.0,m/a};
s->view_matrix=(float[4]){1,0,0,1};
}
else{
s->proj_matrix=(float[4]){m*a,0.0,0.0,m};
s->view_matrix=(float[4]){1,0,0,1};
}
glUseProgram(s->program[0]);
glUniformMatrix2fv(s->proj_matrix_loc,1,GL_FALSE,s->proj_matrix);
glUniformMatrix2fv(s->view_matrix_loc,1,GL_FALSE,s->view_matrix);
glUniform1f(s->uy_loc,s->uy);
glUseProgram(s->program[1]);
glUniformMatrix2fv(s->proj_matrix_loc,1,GL_FALSE,s->proj_matrix);
glUniformMatrix2fv(s->view_matrix_loc,1,GL_FALSE,s->view_matrix);
glUniform1f(s->uy_loc,s->uy);
return;
}
mySDL *mySDLinit(unsigned int w,unsigned int h){
//Initialize SDL
////////////////
mySDL *s=alloc(sizeof(mySDL));
s->proj_matrix=alloc(sizeof(float)*4);
s->view_matrix=alloc(sizeof(float)*4);
s->box=alloc(sizeof(float)*8);
//Generate program
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE,24);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS,1);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES,4);
SDL_Init(SDL_INIT_VIDEO);
//Define window
s->window=SDL_CreateWindow("SDL",
SDL_WINDOWPOS_UNDEFINED,
SDL_WINDOWPOS_UNDEFINED,w,h,
SDL_WINDOW_OPENGL|SDL_WINDOW_RESIZABLE);
//Context
s->glcontext=SDL_GL_CreateContext(s->window);
SDL_GetWindowSize(s->window,&s->w,&s->h);
s->glew_status=glewInit();
//Create program -- load shaders
s->program[0]=create_program("/home/zdenek/Projects/patchy2d/shader.vert",
"/home/zdenek/Projects/patchy2d/shader.geom","/home/zdenek/Projects/patchy2d/shader.frag");
s->program[1]=create_program("/home/zdenek/Projects/patchy2d/boundry.vert",
"/home/zdenek/Projects/patchy2d/boundry.geom","/home/zdenek/Projects/patchy2d/boundry.frag");
//Assign uniforms
s->proj_matrix_loc=glGetUniformLocation(s->program[0],"proj_matrix");
s->view_matrix_loc=glGetUniformLocation(s->program[0],"view_matrix");
s->uy_loc=glGetUniformLocation(s->program[0],"uy");
//Generate buffers
glGenVertexArrays(2,s->vao); //Generate vertex arrays
glGenBuffers(3,s->vbo); //Generate buffer objects
//Multisample
glEnable(GL_MULTISAMPLE_ARB);
glDisable(GL_DEPTH_TEST);
//Enable transparency
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
//Print graphics card info
glsl_info();
return s;
}
void mySDLpositions(mySDL *s,float *p,int n){
//write positions
glBindVertexArray(s->vao[0]);
glBindBuffer(GL_ARRAY_BUFFER,s->vbo[0]); //Select buffer
//write to layout 0
glBufferData(GL_ARRAY_BUFFER,sizeof(float)*n*2,p,GL_STREAM_DRAW); //Write into the buffer
glVertexAttribPointer(0,2,GL_FLOAT,GL_FALSE,0,0);
glEnableVertexAttribArray(0);
return;
}
void mySDLcolors(mySDL *s,float *c,int n){
//write_colors
glBindVertexArray(s->vao[0]);
glBindBuffer(GL_ARRAY_BUFFER,s->vbo[1]); //Select buffer
//write to layout 1
glBufferData(GL_ARRAY_BUFFER,sizeof(float)*4*n,c,GL_STREAM_DRAW); //Write into the buffer
glVertexAttribPointer(1,4,GL_FLOAT,GL_FALSE,0,0);
glEnableVertexAttribArray(1);
return;
}
void mySDLboundary(mySDL *s,float *b){
//write positions
glBindVertexArray(s->vao[1]);
glBindBuffer(GL_ARRAY_BUFFER,s->vbo[3]); //Select buffer
//write to layout 0
glBufferData(GL_ARRAY_BUFFER,sizeof(float)*8,b,GL_STREAM_DRAW); //Write into the buffer
glVertexAttribPointer(0,2,GL_FLOAT,GL_FALSE,0,0);
glEnableVertexAttribArray(0);
return;
}
void mySDLdisplay(mySDL *s){
//Clear
glClearColor(1.0,1.0,1.0,1.0);
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
//Draw particles
////////////////
glUseProgram(s->program[0]);
glBindVertexArray(s->vao[0]);
glDrawArrays(GL_POINTS,0,s->n);
//Draw boundry box
//////////////////
glUseProgram(s->program[1]);
glBindVertexArray(s->vao[1]);
//glLineWidth(20.0f);
glDrawArrays(GL_LINE_LOOP,0,4);
SDL_GL_SwapWindow(s->window);
return;
}
void mySLDbuffer(mySDL *s){
//buffer
////////
glClearColor(1.0,1.0,1.0,1.0);
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
//Draw
glUseProgram(s->program[0]);
glBindVertexArray(s->vao[0]);
glDrawArrays(GL_POINTS,0,s->n);
//Draw
glUseProgram(s->program[1]);
glBindVertexArray(s->vao[1]);
}
void m128d2float(__m128d *a,float *b,int n){
int i,j;
double *c;
for(i=0;i<n;i++){
j=2*i;
c=(double*)(a+i);
*(b+j)=(float)c[0];
*(b+j+1)=(float)c[1];
}
}
void mySDLsetcolor(float *b,float *color,int n){
int i,j,k;
for(i=0;i<n;i++){
j=i*4;
for(k=0;k<4;k++){
*(b+j+k)=*(color+k);
}
}
}
void save_png(char *name,mySDL *s){
//Save png
//////////
//FIXME
FILE *f=open_file2(name,".png","w");
mySLDbuffer(s);
png_structp png_ptr=png_create_write_struct(PNG_LIBPNG_VER_STRING,NULL,NULL,NULL);
png_infop png_info;
png_info=png_create_info_struct(png_ptr);
setjmp(png_jmpbuf(png_ptr));
png_init_io(png_ptr,f);
png_set_IHDR(png_ptr,png_info,s->w,s->h,8,
PNG_COLOR_TYPE_RGB,PNG_INTERLACE_NONE,
PNG_COMPRESSION_TYPE_DEFAULT,PNG_FILTER_TYPE_DEFAULT);
unsigned char data[3*s->w*s->h],argb[4*s->w*s->h];
unsigned char *rows[s->h];
int i,j,i1,i2;
glReadPixels(0,0,s->w,s->h,GL_BGRA,GL_UNSIGNED_INT_8_8_8_8,argb);
for(i=0;i<s->h;++i){
rows[s->h-i-1]=data+(i*s->h*3);
for(j=0;j<s->w;++j){
i1=(i*s->h+j)*3;
i2=(i*s->h+j)*4;
data[i1++]=argb[++i2];
data[i1++]=argb[++i2];
data[i1++]=argb[++i2];
}
}
png_set_rows(png_ptr,png_info,rows);
png_write_png(png_ptr,png_info,PNG_TRANSFORM_IDENTITY,NULL);
png_write_end(png_ptr,png_info);
png_destroy_write_struct(&png_ptr,NULL);
close_file(f);
}
void handle_event(mySDL *sdl,volatile sig_atomic_t *safe_exit){
SDL_PollEvent(&sdl->event);
switch(sdl->event.type){
case SDL_QUIT:
*safe_exit=1;
break;
case SDL_WINDOWEVENT:
if(sdl->event.window.event==SDL_WINDOWEVENT_RESIZED){
mySDLresize(sdl);
}
break;
}
}